<html><head><title>SEDM.bullet reference</title>
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<td class=small width=1%><b>sedm.bullet:</b></td>
<td class=small width=1%><a href=#consts class=small>Constants</a></td>
<td class=small width=1%><a href=#types class=small>Types</a></td>
<td class=small width=1%><a href=#modinfo class=small>Modinfo</a></td>
<td class=small width=1%><a href='../../../../mod/sedm.mod/bullet.mod/bullet.bmx' class=small>Source</a></td>
<td class=small>&nbsp;</td></tr></table>
<h1>SEDM.bullet</h1>
<h2><a name=consts></a>Constants Summary</h2><table class=doc width=100%><tr><td colspan=2>
<a href=#CS_BOX>CS_BOX</a>
, 
<a href=#CS_SPHERE>CS_SPHERE</a>
</td></tr>
</table>
<h2><a name=types></a>Types Summary</h2><table class=doc width=100%>
<tr><td class=docleft width=1%><a href=#bQuaternion>bQuaternion</a></td><td class=docright>
Quaternion.
</td></tr>
<tr><td class=docleft width=1%><a href=#bVector3>bVector3</a></td><td class=docright>
3D Vector Class.
</td></tr>
<tr><td class=docleft width=1%><a href=#TBullet>TBullet</a></td><td class=docright>
global Bullet Type.
</td></tr>
<tr><td class=docleft width=1%><a href=#TRigidBody>TRigidBody</a></td><td class=docright>
RigidBody.
</td></tr>
</table>
<h2
 id=constsdet>Constants
</h2>
<table class=doc width=100% cellspacing=3 id=CS_BOX>
<tr><td class=doctop colspan=2>Const CS_BOX:Int</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>CollisionShape Type "Box"</td></tr>
</table>
<br>
<table class=doc width=100% cellspacing=3 id=CS_SPHERE>
<tr><td class=doctop colspan=2>Const CS_SPHERE:Int</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>CollisionShape Type "Sphere"</td></tr>
</table>
<br>
<h2
 id=typesdet>Types
</h2>
<table class=doc width=100% cellspacing=3 id=bQuaternion>
<tr><td class=doctop colspan=2>Type bQuaternion</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>Quaternion.</td></tr>
</table>
<br>
<table class=doc width=100% cellspacing=3 id=bVector3>
<tr><td class=doctop colspan=2>Type bVector3</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>3D Vector Class.</td></tr>
</table>
<table class=doc width=90% align=center><tr ><th class=doctop colspan=2 align=left><a name=bVector3_methods></a>Methods Summary</th></tr>
<tr><td class=docleft width=1%><a href=#getX>getX</a></td><td class=docright>
returns the x-component of this vector.
</td></tr>
<tr><td class=docleft width=1%><a href=#getY>getY</a></td><td class=docright>
returns the y-component of this vector.
</td></tr>
<tr><td class=docleft width=1%><a href=#getZ>getZ</a></td><td class=docright>
returns the z-component of this vector.
</td></tr>
<tr><td class=docleft width=1%><a href=#toC>toC</a></td><td class=docright>
returns a Pointer to a bVector3 Object.
</td></tr>
</table>
<table class=doc width=90% align=center><tr ><th class=doctop colspan=2 align=left><a name=bVector3_functions></a>Functions Summary</th></tr>
<tr><td class=docleft width=1%><a href=#Create>Create</a></td><td class=docright>
creates a new bVector3 with the given values.
</td></tr>
<tr><td class=docleft width=1%><a href=#createPosition>createPosition</a></td><td class=docright>
returns a PositionObject.
</td></tr>
<tr><td class=docleft width=1%><a href=#createRotation>createRotation</a></td><td class=docright>
returns a RotationObject.
</td></tr>
<tr><td class=docleft width=1%><a href=#createSize>createSize</a></td><td class=docright>
returns a SizeObject.
</td></tr>
<tr><td class=docleft width=1%><a href=#fromC>fromC</a></td><td class=docright>
creates a 3D Vector from Pointer.
</td></tr>
<tr><td class=docleft width=1%><a href=#NullVec>NullVec</a></td><td class=docright>
creates a new Null Vector (0.0, 0.0, 0.0)
</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=getX>
<tr><td class=doctop colspan=2>Method getX:Float()</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns the x-component of this vector.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=getY>
<tr><td class=doctop colspan=2>Method getY:Float()</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns the y-component of this vector.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=getZ>
<tr><td class=doctop colspan=2>Method getZ:Float()</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns the z-component of this vector.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=toC>
<tr><td class=doctop colspan=2>Method toC:Byte ptr()</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns a Pointer to a bVector3 Object.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=Create>
<tr><td class=doctop colspan=2>Function Create:bVector3(x:Float, y:Float, z:Float)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>creates a new bVector3 with the given values.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=createPosition>
<tr><td class=doctop colspan=2>Function createPosition:bVector3(x:Float, y:Float, z:Float)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns a PositionObject.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=createRotation>
<tr><td class=doctop colspan=2>Function createRotation:bVector3(pitch:Float, yaw:Float, roll:Float)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns a RotationObject.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=createSize>
<tr><td class=doctop colspan=2>Function createSize:bVector3(width:Float, Height:Float, depth:Float)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns a SizeObject.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=fromC>
<tr><td class=doctop colspan=2>Function fromC:bVector3(vector:Byte ptr)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>creates a 3D Vector from Pointer.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=NullVec>
<tr><td class=doctop colspan=2>Function NullVec:bVector3()</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>creates a new Null Vector (0.0, 0.0, 0.0)</td></tr>
</table>
<br>
<table class=doc width=100% cellspacing=3 id=TBullet>
<tr><td class=doctop colspan=2>Type TBullet</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>global Bullet Type.</td></tr>
</table>
<table class=doc width=90% align=center><tr ><th class=doctop colspan=2 align=left><a name=TBullet_methods></a>Methods Summary</th></tr>
<tr><td class=docleft width=1%><a href=#createRigidBody>createRigidBody</a></td><td class=docright>
adds a rigidBody to the world.
</td></tr>
<tr><td class=docleft width=1%><a href=#PositionRigidBody>PositionRigidBody</a></td><td class=docright>
set the position of the RigidBody.
</td></tr>
<tr><td class=docleft width=1%><a href=#RigidBodyPosition>RigidBodyPosition</a></td><td class=docright>
returns the position of the RigidBody.
</td></tr>
<tr><td class=docleft width=1%><a href=#Shutdown>Shutdown</a></td><td class=docright>
destroys the simulation.
</td></tr>
<tr><td class=docleft width=1%><a href=#Update>Update</a></td><td class=docright>
updates the simulation.
</td></tr>
<tr><td class=docleft width=1%><a href=#userControlledBody>userControlledBody</a></td><td class=docright>
user controlled bodies are not affected by other rigidBodies.
</td></tr>
</table>
<table class=doc width=90% align=center><tr ><th class=doctop colspan=2 align=left><a name=TBullet_functions></a>Functions Summary</th></tr>
<tr><td class=docleft width=1%><a href=#Init>Init</a></td><td class=docright>
initialize the Simulation.
</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=createRigidBody>
<tr><td class=doctop colspan=2>Method createRigidBody:TRigidBody(typ:Int, mass:Float, rbsize:bVector3, rbpos:bVector3 = Null)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>adds a rigidBody to the world.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=PositionRigidBody>
<tr><td class=doctop colspan=2>Method PositionRigidBody(rigidBody:TRigidBody, x:Float, y:Float, z:Float)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>set the position of the RigidBody.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=RigidBodyPosition>
<tr><td class=doctop colspan=2>Method RigidBodyPosition:bVector3(rigidBody:TRigidBody)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>returns the position of the RigidBody.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=Shutdown>
<tr><td class=doctop colspan=2>Method Shutdown()</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>destroys the simulation.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=Update>
<tr><td class=doctop colspan=2>Method Update(timeStep:Float = 0.0166, maxSubSteps:Int = 1, fixedTimeStep:Float = 0.0166)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>updates the simulation.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=userControlledBody>
<tr><td class=doctop colspan=2>Method userControlledBody(body:TRigidBody)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>user controlled bodies are not affected by other rigidBodies.</td></tr>
</table>
<table class=doc width=100% cellspacing=3 id=Init>
<tr><td class=doctop colspan=2>Function Init:TBullet(gravX:Float = 0.0, gravY:Float = -9.81, gravZ:Float = 0.0)</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>initialize the Simulation.</td></tr>
</table>
<br>
<table class=doc width=100% cellspacing=3 id=TRigidBody>
<tr><td class=doctop colspan=2>Type TRigidBody</td></tr>
<tr><td class=docleft width=1%>Description</td><td class=docright>RigidBody.</td></tr>
</table>
<br>
<h2 id=modinfo>Module Information</h2>
<table width=100%>
<tr><th width=1%>Name</th><td>sedm.bullet</td></tr>
<tr><th width=1%>Description</th><td>Wrapper for the Bullet Physics Engine</td></tr>
<tr><th width=1%>Licence</th><td>see Bullet License</td></tr>
<tr><th width=1%>Author</th><td>Jens [bruZard] Henschel</td></tr>
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